





Introduction
Hi there, this is my first rate my team ever so hopefully I can get some good tips. Ive been playing with this team a lot and so far have been having decent success, its been doing very well though does have its flaws so hopefully I can find some ways to improve it.
A few things about the team, its a stalling team with Ho-oh as its main offensive threat. I wanted to make a team that was around Ho-oh (my favourite legendary) and after a bit of messing around came up with this team.
A few things about suggestions for the team.
1) Ho-oh has to stay its the main reason I made this team, it's moves and EVs can be changed entirely but I always want it on the team. All other team members are replaceable
2) I would rather avoid putting Primal Groudon on the team if necessary, I know its the best pokemon in the tier I would just like to avoid it If I can.
3) Id like the team to remain defensive and stall based if possible I have had quite a lot of fun with this in showdown.
And without further waffling onto the team.
Teambuilding Process

Ho-Oh is the main start for this team, I wanted it as it has a great mix of offensive power and defensive capabilities it has strong attack and STAB moves but also has defensive options in regenerater and recover and is also the main offensive threat to the team


When I decided this was gonna be a stall team I originally put Giratina on this slot as I read it paired well with Ho-oh due to defog and Phasing options however after some testing I have found Giratina O to work better so far, It is a great check to Primal Groudon also has defog (very important to the team) and can also can finish off weaker targets



Ah Magearna... possibly my favourite addition I needed a cleric on my team and magearna was my best choice due to its ability to completely shut down Geomancy Xerneas.




(Arecus Water)Insert obligatory Arceus form here. I needed a second Defogger as Rocks were such a detriment to Ho-Oh and Giratina Had little recovery, of all the support Arceus form I decided to go with water due to it covering some resistances and defogging and statusing like a pro, However this is most likely the most replaceable member





(Mega Sableye)I thought I should definitely add a mega into the mix and what better mega for stall teams then Sableye! I wanted its magic bounce for even more hazard protection and its immunities make switching it in quite easy.






Ferrothorn was the last addition as i needed something to set up hazard myself (instead of just getting rid of them) and something to stop Primal Kyogre from rampaging through my team and who does both of those things better then Ferrothorn!
The Team

Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Sacred Fire
- Recover
- Toxic
- Earthquake
Ho-Ohs main roll is To hit stuff and hit it hard it deals with steel types fantastically and the burns from Sacred fire can really shut down some physical sweepers
A few changes I have considered is the changing of earthquake to brave bird which obviously hits hardest, I have tested it and so far prefer Earthquake but I need to look into it a bit more, Also toxic is seen a LOT on my team so may not be necessary on Ho-oh further coverage or whirlwind maybe?

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Toxic
- Defog
The main issue with Giratina O is recovery.. or lack of it with no wish support on my team despite its bulk there no way to heal Giratin which means I have to be careful how I use it If I wanna use its more offensive stuff this is where Giratina could be better but so far have found the stronger attacks more useful.

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell
The issue with Magearna is coverage if something resists Fairy there is little it can do even with all those stolen Stat boosts, Volt switch is too useful to give up and The support moves is why Magearna is necessary anyway classic 4-moveslot syndrome

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Toxic
- Ice Beam
Its main weakness has been its complete and total lack of offensive ability, Yeah Ice beam is good for those dragons and Mega Salamance but its not normally doing much besides toxic stalling, Luckily thats the point of the team so it doing it as well as it does doesn't affect it to much.

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 24 Def / 232 SpD
Calm Nature
- Fake Out
- Foul Play
- Recover
- Toxic
Sableyes main issue is 4-moveslot syndrome If i could somehow have Fake out and Knock off on I definitely would, however Foul play has been too valuable. Also it is easily set up on by sweepers that are not weak to dark, Mega Salamance and Groudon come to mind however toxic does help with this.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Leech Seed
- Protect
- Power Whip
Conclusion
Here I will go through some main Threats to my team that I could use some suggestions for dealing with.
STEEL TYPES - If Ho-oh goes down these things become a problem, All other types can be Toxic and stalled but steel laughs that off, and can sometimes run through my team, luckily a lot of big steel types have secondary types I can take advantage of Looking at you Necrozma DM.
FAIRY TYPES (That are not Geomancy Xearneus) - The main one here is Fairy Arceus who can sometimes cause problems, I dont have any specific moves to take them down and their coverage often leaves switch ins hard to do, my main answer to them so far is Toxic stalling, thank god they are not immune to poison.
PHASING- I have at the moment no way of Phasing set up sweepers accept Magearnas Heart Swap while some this works well against against physical sweepers it doesn't really help magearna at all and doesn't stop them from jsut setting up more and if substitute is involved then there are more issues if they get it off before Toxic. Most Toxic can deal with well but some can become a problem (one specific one listed below)
ZYGARDE - Particularly Sub-Dance Variants cause problems, Thousand Arrows makes switching in really hard and if I don't get him Toxic there isn't a whole lot I can do to stop him once he gets going if Arceus water is down.
MEGA SALAMANCE - Normally not an issue as I can burn it or Toxic it out..... Unless it has Facade, Then this thing can just walst through my team if magearna and Arceus Water are down and even then they struggle to do much as they can barely take a hit from this beast. Though If they get a hit of its normally dead.
XEARNEUS - Now.. Geomancy Xearneus may be my teams personal toy however once specific type causes problems. Cleric xeaneus with aromatherapy destroys my team. My offensive threats cant break it and I cant Status it due to Aromatherapy, This has so far been the hardest counter to my team.
So what do you think? whats good? where can I improve? let me know
Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Sacred Fire
- Recover
- Toxic
- Earthquake
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Toxic
- Defog
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Toxic
- Ice Beam
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 24 Def / 232 SpD
Calm Nature
- Fake Out
- Foul Play
- Recover
- Toxic
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Leech Seed
- Protect
- Power Whip
Ability: Regenerator
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Sacred Fire
- Recover
- Toxic
- Earthquake
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Toxic
- Defog
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Toxic
- Ice Beam
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 24 Def / 232 SpD
Calm Nature
- Fake Out
- Foul Play
- Recover
- Toxic
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Leech Seed
- Protect
- Power Whip